Battle of the Bulge #5
|(Attacker) Germany||vs||United States (Defender)|
|Germany||26th Volksgrenadier Division|
|United States||28th "Keystone" Infantry Division|
|Overall Rating, 15 votes|
|Scenario Rank: 150 of 565|
|Parent Game||Battle of the Bulge|
|Visibility||Day & Night|
|Maps||3: 10, 11, 9|
|Layout Dimensions||84 x 43 cm
33 x 17 in
|Kill Them All|
|Scenario Requirements & Playability|
|Battle of the Bulge||maps + counters|
The right wing of the 26th Volksgrenadier Division's advance in the opening phases of the Ardennes offensive drove the 110th Regiment of the 28th Infantry Division back in preparation for the breakout of Panzer Division Lehr. With no clue to the upcoming offensive, the veteran 28th Division was strung out along and west of the Our River.
The volksgrenadiers attacked each American position separately as forces arrived and were collected to do so. In the end the only position captured and held was the Skyline Drive crossroads, although the Germans managed to gain brief footholds in Consthum. The arrival of a Sherman platoon proved to be a disaster as the tank crews took the American 57mm anti-tank guns manning the crossroads near Holzthum to be German and opened fire, destroying one. The Germans, having no better luck, withdrew and reorganized an attack on the road between the two towns.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|2 Errata Items|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
(plloyd1010 on 2015 Jul 31)
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
(Shad on 2010 Dec 15)
|What a Finish|
By the 10th turn the Germans easily surrounded and eliminated the Americans in the small town on board 10. They confidently advanced to the larger city on board 11 ready for an easy win. Then they met the beast known as "M16".
Bristling with MGs, this beast, with its footmen, managed to mangle EIGHT Gren units(!) before it collapsed to a hail-Mary of an infantry AT attack. The remaining Americans still had enough fight in them to hold out attack after attack. Then the M4 shows up.
By this time the American lost too many steps to win so the M4 heads toward the small board 10 town. Capturing one town hex will force a tie. The German garrison force, which was left in the town for just this reason, was continually robbed to help destroy the M16 beast in the other city, so there weren’t enough Germans to cover the entire town. The tank could pick any hex and enter it one turn before the time ran out! No time for a counter-attack! Time for another hail-Mary.
Artillery rained on the approaching tank and managed a Disrupt! The German garrison wasn’t too stunned to lose the opportunity and charged the tank. They were on top of the tank before it could rally and smashed it. This, I think, broke the heart of the remaining Americans in the city on board 11. They fought, less fervently, and were eliminated. Score a major victory for the Germans. Sorry, Patton.
|And the Rockets’ Red Glare|
Ouch! This scenario was over before it began. So much so that I checked the rules twice to make sure I did it right. (See my AAR on solo play…)
The Germans had one hour with nighttime visibility (1 hex) to get set up in the light woods (with their different spotting and direct fire stuff) and await the dawn. I'd forgotten this the first time. This allowed them to not suffer opportunity fire and still get really close. When the sun came up, they honestly rolled a 3 to one initiative bonus, which just killed the US army. First, the off-board arty got a really good roll and mostly wiped up the lone troops at the crossroads, to be finished by the troops that were sitting within 2 hexes. All of it, gone in one turn as the leader was in the truck with a load of troops.
The third init. Included just some direct fire on the small town, which began the back and forth fire that PG is known for. Mirroring this effort in the large town, both were worn down over many turns after which the assaults began, the US surrender came before the tanks showed up because the victory conditions had been more than met by the Germans. I am aware that the tanks could have come in alone and assaulted the Germans alone, but with the off-boards and both towns in control, I just didn’t see it as realistic that they would succeed in satisfying any victory conditions, having already lost the needed steps.
|Battle of the Bulge Scenario 5|
This one sees the Germans fighting for the same town again, while adding the third down the road. This time, they have an overwhelming force and the Americans are spread out. The Germans played patiently, attacking each of the three American positions in sequence. The first position was taken out their reinforcements, and the scenario just snowballed from there. The time limit really wont come in to play on this one, as it is extremely generous, so the Germans can always sit in the woods, and wait until they get full OBA and the Americans dont get thiers to jump out of their hiding spots and overwhelm the defenses.
The only way I can really see the Americans putting up a fight in this one, is to drive the M16 to board 10 ASAP and slog it out there. Really then, its a tough task ahead of them. This scenario certainly has an "a rotten morning" type feel, which is fun for the Germans, but not competitive.
German Major victory.